team-economy

team-economy is a skill for Claude Code from CodePhobiia/claude-roblox-game-studio. It costs 41 tokens per session (764 once invoked), scanned A, original, MIT.

A coordinated workflow for designing and building an in-game economy feature. It covers currencies, purchases, stored player data, transactions, interface, balancing, testing, and exploit review.

In plain words
What is it for?
Use it to plan shops, trades, currencies, paid items, data changes, transaction rules, balance tuning, telemetry, and edge-case testing.
Why use it?
It helps prevent economy problems such as uncontrolled currency growth, duplicate items, unsafe transactions, and poorly balanced rewards or prices.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to plan shops, trades, currencies, paid items, data changes, transaction rules, balance tuning, telemetry, and edge-case testing.

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Install with agentmods
npx agentmods add skills/codephobiia/claude-roblox-game-studio/team-economy
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add CodePhobiia/claude-roblox-game-studio --skill team-economy
Clone the repo
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studio

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for team-economy

README.md
[![agentmods](https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/team-economy/github.svg)](https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/team-economy)
Your own site
<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/team-economy"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/team-economy/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for team-economy

Your own site · 80×15
<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/team-economy"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/team-economy.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 41 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 764 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00041 $0.00764
Opus 5 $0.00020 $0.00382
Sonnet 5 $0.00008 $0.00153
Haiku 4.5 $0.00004 $0.00076

Measured 9d ago against content hash fab3b2b2641d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

team-economy scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/team-economy/SKILL.md · 87 lines

How it starts

The opening of the file, as written. The whole thing — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/team-economy — Economy Feature Team

Orchestration Flow

Economy features have the highest stakes — mistakes can cause inflation, exploits, or monetization disasters.

Phase 1: Design

  1. economy-designer: Design the feature's currency flow (faucets, sinks, pacing)
  2. monetization-lead: If Robux is involved, design GamePass/DevProduct
  3. systems-designer: Spec the feature in detail

Phase 2: Architecture

  1. datastore-architect: Design the data model changes
  2. remotes-networking-specialist: Design remote contracts
  3. exploit-security-specialist: Review for duplication, replay, negative value exploits
  4. technical-director (escalation): Verify atomicity of any transactions

Phase 3: Implementation

  1. luau-gameplay-programmer: Implement feature logic
  2. ui-programmer: Build shop/trade/transaction UI

Phase 4: Balance

  1. economy-designer: Tune values (prices, drop rates, earn rates)
  2. analytics-retention-specialist: Add telemetry events to track economy health

Phase 5: Quality

  1. qa-tester: Test edge cases (zero balance, max balance, race conditions)
  2. exploit-security-specialist: Final security pass

Steps

1. Gather Context

  • "What economy feature?" (new currency, shop, trading, cosmetic, etc.)
  • "What's the player value?"
  • "What's the intended earn rate / spend rate?"
  • "Is this F2P-friendly or does it require Robux?"

2. Design Phase

  • economy-designer drafts the feature
  • If monetized, monetization-lead joins
  • systems-designer details the spec
  • User approves before architecture

3. Architecture Phase

  • datastore-architect designs data changes (schema update with migration)
  • remotes-networking-specialist designs remote contracts
  • exploit-security-specialist reviews — THIS IS CRITICAL for economy features
  • User approves the architecture (especially the security review)

4. Implementation Phase

  • Implement with atomic operations where needed
  • Transaction tracking with unique IDs
  • Server-side validation on every step
  • pcall around DataStore
  • Idempotency for MarketplaceService.ProcessReceipt

Read the full file on GitHub · 87 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 9d ago First seen · 87 lines · 41 tokens per session scan A fab3b2b2641d

Subscribe to this mod's changes

team-economy is a skill published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 41 tokens to every session and 764 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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